- Skybox now uses DBC sky colors (skyTop/skyMiddle/skyBand1/skyBand2) instead
of hardcoded C++ color curves, with 3-band gradient and Rayleigh/Mie scattering
- Clouds receive sun direction for lit edges, self-shadowing, and silver lining
- Fixed sun quad box artifact with proper edge fade in celestial shader
- Lens flare attenuated by fog, cloud density, and weather intensity
- Replaced garish green/purple lens flare ghosts with warm natural palette
- Added zone-based weather system for single-player mode with per-zone rain/snow
configuration, probability-based activation, and smooth intensity transitions
- Server SMSG_WEATHER remains authoritative when connected to a server
Water scene history textures and 1x pass resources were not recreated on
window resize/fullscreen, causing stale undersized textures that produced
directional transparency artifacts.
Player interaction ripples: vertex shader adds radial damped-sine displacement
centered on player position, fragment shader adds matching normal perturbation
for specular highlights. Player XY packed into shadowParams.zw, ripple strength
into fogParams.w. Separate 1x render pass for water when MSAA is active to
avoid MSAA-induced darkening — water renders after main pass resolves, using
the resolved swapchain image and depth resolve target. Water 1x framebuffers
rebuilt on swapchain recreate (window resize).
- Add .setMultisample() to minimap display pipeline and recreatePipelines() for MSAA changes
- Defer all swapchain recreation in window.cpp to beginFrame() via markSwapchainDirty()
to prevent mid-frame render pass destruction crashes on resolution/fullscreen change
- Move spawnPlayerCharacter() call to after loadTestTerrain() where character renderer exists
MSAA change was called mid-frame from settings UI, destroying the render pass
and framebuffers while the command buffer was still recording. Now deferred
via pendingMsaaSamples_ flag, applied in beginFrame() before any GPU state.
Also add +180° to M2 game object orientation to fix facing direction.
Replace all glGenTextures/glTexImage2D calls in UI code with Vulkan texture
uploads via new VkContext::uploadImGuiTexture() helper. This fixes segfaults
from calling OpenGL functions without a GL context (null GLEW function pointers).
- Add uploadImGuiTexture() to VkContext with staging buffer upload pattern
- Convert game_screen, inventory_screen, spellbook_screen, talent_screen
from GLuint/GL calls to VkDescriptorSet/Vulkan uploads
- Fix loading_screen clearValueCount (was 1, needs 2 or 3 for MSAA)
Render pass begin used 2 clear values but MSAA render pass has 3
attachments (MSAA color, depth, resolve). Vulkan requires clear
value count >= attachment count, causing a driver crash at 8x.
Also fix renderYawM2 reference removed in previous commit.
- Add error handling: revert to 1x if recreateSwapchain fails
- Clamp requested MSAA to device maximum before applying
- Retry MSAA color image allocation without TRANSIENT on failure
- Remove redundant vkDeviceWaitIdle from WMO/M2/Character recreatePipelines
(caller already waits once, was causing ~13 stalls instead of 1)
M2 game objects (signs, posts) were using orientation - 90° while
characters/NPCs use orientation + 90° for the canonical-to-render yaw
conversion. Both renderers build model matrices identically, so they
need the same offset. The old -90° was calibrated when terrain was
rotated 90°; with correct terrain the signs appeared sideways.
Skybox: replace sphere-mesh approach with a fullscreen triangle that
reconstructs the world-space ray direction analytically via inverse
projection/view matrices. Eliminates clip.w=0 degeneracy at the horizon
and correctly maps altitude to dir.z in the Z-up coordinate system.
Clouds: hemisphere mesh was storing altitude in aPos.y (Y-up convention);
the Z-up view matrix projected this sideways, making clouds appear
vertical. Store altitude in aPos.z and update the fragment shader to
read dir.z as altitude and dir.xy as the horizontal UV plane.
- renderWorld() now calls wmoRenderer, characterRenderer, m2Renderer (+smoke,
particles) in the correct opaque→transparent order; water moved after all
opaques; per-subsystem timing active in live path
- Deleted the 310-line #if 0 GL stub block and removed #include <GL/glew.h>
(last GL reference in renderer.cpp)
- Full-screen overlay pipeline (postprocess.vert + overlay.frag, alpha blend,
no depth test/write) for underwater tint; lazily initialized, renders a blue
tint when camera is meaningfully below the water surface; canal vs open-water
tint colours preserved from original design
- overlay.frag.glsl / overlay.frag.spv added
- Cache non-renderable creature display IDs and fail-fast future spawn attempts
- Mark GUIDs tied to non-renderable displays as permanent failures to avoid long retry loops
- Skip queued spawn retry work immediately for known non-renderable display IDs
- Clear non-renderable display cache on expansion reload/logout
- Downgrade high-volume UNIT spawn logs to debug and fix mislabeled time-sync log
- anchor flare sun position to camera + sun direction to match celestial billboard projection
- remove world-space parallax drift that caused flare/sun misalignment while moving
- drive shadow light direction from live LightingManager directionalDir
- normalize shadow light to downward-facing convention with grazing-angle guard
- make celestial/sky sun placement robust to directionalDir convention mismatches
- keep visible sun above horizon while preserving shadow alignment
- render sun with alpha blend while keeping moon additive glow
- add dedicated always-running sun haze timer (decoupled from moon phase cycling)
- constrain sun sprite with radial alpha mask and low-alpha discard to remove square artifact
- tune sun tint warmer without over-yellowing
- replace noisy/pulsing haze with slower flow-warp turbulence and lower amplitude
- make cloud mask transition broader for less distinct cutout edges
- increase high-frequency noise contribution for grainier cloud breakup
- apply edge-band fringe modulation with stronger feathering
- lower and remap final alpha to blend cloud boundaries more naturally into the sky
- gate selection-circle rendering to UNIT and PLAYER targets only
- clear selection circle for non-unit target types (including gameobjects)
- keep target position updates unchanged for facing/interaction logic
- add one-time warning caches for missing CreatureDisplayInfo and missing model path lookups
- log each missing displayId/model-path only once instead of every spawn retry/frame
- remove duplicate empty-model-path warning in spawnOnlineCreature (already reported by lookup path)
This cuts high-frequency log I/O and string formatting in hotspots when server sends unknown displayIds, while preserving first-occurrence diagnostics.
- ensure player transform sync is not gated by third-person so player shadow stays consistent
- hold shadow projection center during movement and snap once on stop to remove delayed catch-up
- smooth foliage caster transitions using blended phase-shifted UV samples
- tune foliage motion frequencies/amplitudes for less popping
- increase shadow map resolution to 2048 and retune terrain PCF texel scale
- increase global shadow strength from 0.62 to 0.68 for stronger, clearer shadows
- keep shadow projection center fixed while moving to remove per-frame projection churn flicker
- replace delayed post-move catch-up with immediate stop transition and idle smoothing
- rework foliage shadow caster motion to use blended phase-shifted UV samples for continuous position transitions
- reduce high-frequency foliage threshold popping by removing threshold warping path
- sharpen terrain receive filtering with tuned 5-tap PCF weights/offset for more detailed shadows
- raise shadow map resolution to 1536 and keep light-space texel snapping for stable sampling
- set shadows enabled by default and lower global shadow strength from 0.65 to 0.62
- keep foliage animation speed consistent between moving and idle at 80%
- reduce per-tile ground clutter generation pressure and enforce tighter caps to avoid spikes
- remove expensive detail dedupe scans from the hot render path
- add progressive/lazy clutter updates around player movement to smooth frame pacing
- lower noisy runtime INFO logging to DEBUG/throttled paths
- keep terrain/game screen updates responsive while preserving existing behavior
Add page-text support for sign-like gameobject interactions by handling SMSG_GAMEOBJECT_PAGETEXT and SMSG_PAGE_TEXT_QUERY_RESPONSE, and issuing CMSG_PAGE_TEXT_QUERY when page IDs are available from cached GO template data.
Normalize received page text tokens before chat display and add a fallback for basic signpost GO type clicks to print sign names when no page data is present.
Correct M2 gameobject yaw alignment for signposts/arrows by applying render-space -90deg offset consistently across spawn, position update, and move-callback transforms; keep WMO orientation path unchanged.